A LOCAL’S GUIDE TO
LIVING IN FORSYTH COUNTY

LocalForsyth.com

Your Guide to Everything Happening in Forsyth County, Georgia

Welcome to LocalForsyth.com, your trusted local resource for Forsyth County news, businesses, events, community information, government updates, parks, restaurants, shopping, schools, real estate, and things to do.

Whether you’re a resident, visitor, business owner, or someone planning to move to Forsyth County, LocalForsyth brings together reliable local information in one easy-to-use destination.

Search local businesses, discover community events, explore neighborhoods, read local stories, find government resources, and learn about everything that makes Forsyth County one of Georgia’s fastest-growing communities.


What’s Happening in Forsyth County

Stay informed with the latest local developments.

Our editorial platform continuously publishes stories covering:

  • Local News
  • Community Announcements
  • Economic Development
  • Business Openings
  • Transportation Updates
  • Education
  • Public Safety
  • County Government
  • Local Sports
  • Festivals
  • Entertainment


Explore Forsyth County

Discover the places that make Forsyth County a wonderful place to live, work, and visit.

Popular Places

  • Parks & Recreation
  • Walking Trails
  • Lake Lanier
  • Historic Downtown Cumming
  • Shopping Centers
  • Family Attractions
  • Dog Parks
  • Nature Preserves
  • Outdoor Activities
  • Scenic Drives

Every destination includes helpful information, photos, nearby businesses, directions, and related local guides.


Local Business Directories

Support local businesses while discovering the services you need.

Browse hundreds of businesses across Forsyth County including:Every business listing includes contact information, maps, website links, business hours, customer information, and local insights.


Things to Do

Looking for something fun?

LocalForsyth helps you discover activities throughout Forsyth County.

Popular topics include:

  • Family Activities
  • Weekend Adventures
  • Hiking
  • Fishing
  • Lake Activities
  • Live Music
  • Farmers Markets
  • Seasonal Festivals
  • Holiday Events
  • Kids Activities
  • Golf Courses
  • Breweries
  • Date Night Ideas

Whether you’re planning a weekend or looking for something new after work, you’ll find inspiration here.


Living in Forsyth County

Everything residents need in one place.

Community Resources

  • Schools
  • Libraries
  • Public Parks — [[Eagles Beak]]
  • Utilities
  • Emergency Services
  • Voting Information
  • County Offices
  • Property Taxes
  • Recycling
  • Waste Collection
  • Public Transportation
  • Neighborhood Guides

Moving to Forsyth County?

We’ll help you learn about neighborhoods, schools, housing, healthcare, shopping, recreation, and local services before you arrive.


Government & Public Services

Quick access to important county information.

Explore:

  • County Government
  • City Government
  • Public Meetings
  • Elections
  • Courts
  • Sheriff’s Office
  • Fire Department
  • Planning & Zoning
  • Building Permits
  • Parks & Recreation
  • Public Works

Our goal is to make local government information easier to find and easier to understand.


Community Spotlight

Celebrating the people, organizations, and businesses that make Forsyth County a great place to live.

Read stories about:

  • Local Businesses
  • Community Leaders
  • Nonprofit Organizations
  • Schools
  • Volunteer Opportunities
  • Local Success Stories
  • Economic Growth
  • Community Projects

Discover Local Guides

Explore expertly curated local guides designed to help residents and visitors make the most of Forsyth County.

Popular guides include:

  • Best Restaurants in Forsyth County
  • Best Coffee Shops
  • Best Parks
  • Best Hiking Trails
  • Dog-Friendly Places
  • Family Attractions
  • Local Shopping Guide
  • Weekend Getaways
  • Outdoor Recreation
  • Local History
  • Seasonal Activities
  • Hidden Gems

These evergreen guides are updated regularly to ensure the information stays accurate and useful.


Featured Local Business

Support businesses that help strengthen our local community.

Each week we’ll highlight a local business making a positive impact in Forsyth County.

Business owners can also showcase their products, services, special offers, and community involvement through LocalForsyth.


Why LocalForsyth?

LocalForsyth is more than a news website or business directory.

We’re building a comprehensive local knowledge platform that helps residents, visitors, and businesses connect with everything happening throughout Forsyth County.

Our mission is to organize local information into one trusted resource that’s easy to search, easy to explore, and continuously updated.

Whether you’re searching for a local plumber, planning your weekend, exploring parks, finding community events, researching neighborhoods, or learning about county services, LocalForsyth helps you discover the information you need.


Coming Soon

We’re continuously expanding LocalForsyth with new local content, including:

  • ✅ Interactive Business Directory
  • ✅ Local News
  • ✅ Community Stories
  • ✅ Parks & Recreation Guides
  • ✅ Local Coupons & Deals
  • ✅ Business Spotlights
  • ✅ Restaurant Guides
  • ✅ Community Calendar
  • ✅ Real Estate Resources
  • ✅ Neighborhood Guides
  • ✅ Visitor Information
  • ✅ Seasonal Activities
  • ✅ Family-Friendly Attractions
  • ✅ Local Shopping Guides
  • ✅ Community Photos

Stay Connected

LocalForsyth is growing every week.

Check back regularly as we continue adding new local businesses, community guides, local stories, attractions, and helpful resources for Forsyth County residents and visitors.

Explore. Discover. Connect. Experience Forsyth County with LocalForsyth.

‘use client’;

import { useEffect, useRef, useState } from ‘react’;
import { Renderer, Program, Mesh, Triangle, Plane, Texture, RenderTarget } from ‘ogl’;

import ‘./FlexCarousel.css’;

const photo = id => `https://images.unsplash.com/${id}?w=1200&q=80&auto=format&fit=max`;

const DEFAULT_ITEMS = [
{
src: photo(‘photo-1737071371043-761e02b1ef95’),
alt: ‘An iridescent chrome sculpture of a head’,
title: ‘Iridescence’
},
{
src: photo(‘photo-1693645325828-62cd35c8da8f’),
alt: ‘A person in dark clothes standing in front of a white backdrop’,
title: ‘White Room’
},
{ src: photo(‘photo-1739056238917-d89cd05c48d5’), alt: ‘A twisted chrome form on black’, title: ‘Liquid Metal’ },
{ src: photo(‘photo-1747191092806-c7da11881986’), alt: ‘A clay bust shown in profile’, title: ‘Clay Study’ },
{ src: photo(‘photo-1605034313761-73ea4a0cfbf3’), alt: ‘Black and white low top sneakers’, title: ‘Low Tops’ },
{ src: photo(‘photo-1495462911434-be47104d70fa’), alt: ‘A woman in a wide black hat’, title: ‘Brim’ },
{
src: photo(‘photo-1786835568925-20cd20007ed0’),
alt: ‘Three swirling shapes in white, gold and silver on grey’,
title: ‘Three Forms’
},
{ src: photo(‘photo-1770249196550-ff6c641165cb’), alt: ‘A chrome humanoid sculpture’, title: ‘Automaton’ },
{
src: photo(‘photo-1787181875088-087d612262a7’),
alt: ‘A black textured sculpture with an opening at its center’,
title: ‘Obsidian’
},
{
src: photo(‘photo-1770062422885-2dfcbe8fb65b’),
alt: ‘A woman in a white shirt crouching on a dark set’,
title: ‘Poise’
},
{ src: photo(‘photo-1726910133626-9b573eca70ff’), alt: ‘Black curved shapes stacked like a fan’, title: ‘Fins’ },
{ src: photo(‘photo-1604854574958-59047362c165’), alt: ‘A white plaster bust on a black table’, title: ‘Plaster’ }
];

const BEND_PRESETS = {
liquid: {
lensWidth: 0.74,
lensHeight: 1.18,
tilt: 62,
roundness: 1,
bend: 0.34,
reach: 0.38,
curl: ‘twist’,
dispersion: 0.45,
liquid: 0,
followCursor: false
},
ribbon: {
lensWidth: 0.8,
lensHeight: 0.8,
tilt: 0,
roundness: 1,
bend: 0.34,
reach: 0.34,
curl: ‘twist’,
dispersion: 0.4,
liquid: 0,
followCursor: false
},
vortex: {
lensWidth: 0.7,
lensHeight: 0.95,
tilt: 30,
roundness: 1,
bend: 0.46,
reach: 0.3,
curl: ‘twist’,
dispersion: 0.5,
liquid: 0,
followCursor: false
},
arch: {
lensWidth: 0.8,
lensHeight: 0.8,
tilt: 0,
roundness: 1,
bend: 0.3,
reach: 0.36,
curl: ‘rise’,
dispersion: 0.4,
liquid: 0,
followCursor: false
}
};

const FIT_ASPECT = { portrait: 0.75, square: 1, landscape: 4 / 3 };
const TAPS = 12;
const PIXEL_BUDGET = 4.5e6;
const INTRO_DURATION = { rise: 2.1, bloom: 1.6, spin: 2.2, deal: 1.5, fade: 0.35 };

const wrap = (value, size) => ((((value + size / 2) % size) + size) % size) – size / 2;
const clamp01 = value => Math.min(Math.max(value, 0), 1);
const easeOut = value => 1 – Math.pow(1 – clamp01(value), 3);
const easeOutQuint = value => 1 – Math.pow(1 – clamp01(value), 5);
const easeInOut = value => {
const t = clamp01(value);
return t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2; }; const cardVertex = `#version 300 es in vec3 position; in vec2 uv; uniform vec4 uRect; uniform vec2 uResolution; out vec2 vUv; out vec2 vLocal; void main() { vUv = uv; vLocal = vec2(position.x, -position.y) * uRect.zw; vec2 px = uRect.xy + vLocal; gl_Position = vec4(px.x / uResolution.x * 2.0 - 1.0, 1.0 - px.y / uResolution.y * 2.0, 0.0, 1.0); } `; const cardFragment = `#version 300 es precision highp float; uniform sampler2D tMap; uniform vec2 uSize; uniform vec2 uImage; uniform float uRadius; uniform float uAlpha; uniform float uReady; uniform float uShift; uniform float uDpr; uniform vec3 uPlaceholder; in vec2 vUv; in vec2 vLocal; out vec4 fragColor; float roundedBox(vec2 p, vec2 b, float r) { vec2 q = abs(p) - b + r; return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - r; } void main() { float sd = roundedBox(vLocal, uSize * 0.5, min(uRadius, min(uSize.x, uSize.y) * 0.5)); float mask = clamp(0.5 - sd * uDpr, 0.0, 1.0); vec2 local = vLocal / uSize + 0.5; float cardAspect = uSize.x / uSize.y; float imageAspect = uImage.x / max(uImage.y, 1.0); vec2 scale = imageAspect > cardAspect ? vec2(cardAspect / imageAspect, 1.0) : vec2(1.0, imageAspect / cardAspect);
scale /= 1.08;
vec2 uv = vec2(local.x, 1.0 – local.y);
uv = (uv – 0.5) * scale + 0.5;
uv.x += uShift * (1.0 – scale.x) * 0.5;
vec3 image = texture(tMap, uv).rgb;
vec3 color = mix(uPlaceholder, image, uReady);
float alpha = mask * uAlpha;
fragColor = vec4(color * alpha, alpha);
}
`;

const lensVertex = `#version 300 es
in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;

const lensFragment = `#version 300 es
precision highp float;
uniform sampler2D tScene;
uniform vec2 uResolution;
uniform float uDpr;
uniform vec2 uCenter;
uniform vec2 uHalf;
uniform float uAngle;
uniform float uExponent;
uniform float uInner;
uniform float uOuter;
uniform float uFlow;
uniform float uCurl;
uniform float uDispersion;
uniform float uStrength;
uniform float uSceneAlpha;
out vec4 fragColor;

void main() {
vec2 frag = gl_FragCoord.xy / uDpr;
vec2 uv = frag / uResolution;
vec2 rel = frag – vec2(uCenter.x, uResolution.y – uCenter.y);
float ca = cos(uAngle);
float sa = sin(uAngle);
vec2 local = vec2(ca * rel.x + sa * rel.y, -sa * rel.x + ca * rel.y);
vec2 k = max(abs(local) / uHalf, vec2(1e-5));
float nd = pow(pow(k.x, uExponent) + pow(k.y, uExponent), 1.0 / uExponent);
vec2 grad = pow(k, vec2(uExponent – 1.0)) * sign(local) / uHalf * pow(nd, 1.0 – uExponent);
float glen = max(length(grad), 1e-6);
float edge = (nd – 1.0) / glen;
vec2 outward = grad / glen;
vec2 normal = vec2(ca * outward.x – sa * outward.y, sa * outward.x + ca * outward.y);
vec2 along = vec2(-normal.y, normal.x);

float t = clamp((edge + uInner) / (uInner + uOuter), 0.0, 1.0);
float ramp = t * t * t * (t * (t * 6.0 – 15.0) + 10.0);
float slope = 16.0 * t * t * (1.0 – t) * (1.0 – t);
float reachX = rel.x / (uResolution.x * 0.5);
float side = smoothstep(0.02, 0.3, abs(reachX)) * (uCurl == 0.0 ? sign(reachX) : uCurl);
float lift = ramp * side * uFlow * uStrength;
vec2 swirl = along * along.y * side * slope * uFlow * uStrength * 0.35;
vec2 drift = vec2(0.0, -lift) – swirl;
vec2 shifted = uv + drift / uResolution;

vec2 texels = uResolution * uDpr;
vec2 gx = dFdx(shifted);
vec2 gy = dFdy(shifted);
gx *= min(1.0, 3.0 / max(length(gx * texels), 1e-4));
gy *= min(1.0, 3.0 / max(length(gy * texels), 1e-4));

vec4 color = textureGrad(tScene, shifted, gx, gy);
vec2 spread = vec2(0.0, side * slope * uFlow * uStrength) / uResolution * uDispersion;
float spreadPx = length(spread * texels);
if (color.a > 0.002 && spreadPx > 0.25) {
vec3 base = color.rgb / color.a;
vec3 sumColor = vec3(0.0);
vec3 sumWeight = vec3(0.0);
for (int i = 0; i < ${TAPS}; i++) { float s = (float(i) + 0.5) / float(${TAPS}); vec4 c = textureGrad(tScene, shifted + spread * (s - 0.5), gx, gy); vec3 w = max(1.0 - abs(vec3(s) - vec3(0.15, 0.5, 0.85)) * 2.6, 0.0) * c.a; sumColor += c.rgb * (w / max(c.a, 0.002)); sumWeight += w; } vec3 split = mix(base, sumColor / max(sumWeight, vec3(1e-4)), clamp(sumWeight * 2.0, 0.0, 1.0)); color.rgb = mix(color.rgb, clamp(split, 0.0, 1.0) * color.a, smoothstep(0.25, 1.5, spreadPx)); } fragColor = color * uSceneAlpha; } `; const Digits = ({ value }) => (

{String(value)
.padStart(2, ‘0’)
.split(”)
.map((digit, index) => (


{‘0123456789’.split(”).map(n => (
{n}
))}


))}

);

const FlexCarousel = ({
items = DEFAULT_ITEMS,
preset = ‘liquid’,
intro = ‘rise’,
cardHeight = 0.5,
gap = 12,
radius = 0,
fit = ‘natural’,
lensWidth,
lensHeight,
tilt,
roundness,
bend,
reach,
curl,
dispersion,
liquid,
followCursor,
squeeze = 0.2,
focusOnClick = true,
autoplay = false,
interval = 4,
captions = true,
captureWheel = true,
onChange,
onSelect,
className = ”,
style
}) => {
const containerRef = useRef(null);
const settingsRef = useRef(null);
const itemsRef = useRef(items);
const engineRef = useRef(null);
const callbacksRef = useRef({ onChange, onSelect });
const [active, setActive] = useState(0);
const [revealed, setRevealed] = useState(false);
const [focusOpen, setFocusOpen] = useState(false);

const base = BEND_PRESETS[preset] || BEND_PRESETS.liquid;
const pick = (value, key) => (value === undefined || value === null ? base[key] : value);

const list = items && items.length ? items : DEFAULT_ITEMS;
const itemsKey = list.map(item => item.src).join(‘|’);

useEffect(() => {
itemsRef.current = list;
callbacksRef.current = { onChange, onSelect };
settingsRef.current = {
intro,
cardHeight,
gap,
radius,
fit,
lensWidth: pick(lensWidth, ‘lensWidth’),
lensHeight: pick(lensHeight, ‘lensHeight’),
tilt: pick(tilt, ’tilt’),
roundness: pick(roundness, ’roundness’),
bend: pick(bend, ‘bend’),
reach: pick(reach, ‘reach’),
curl: pick(curl, ‘curl’),
dispersion: pick(dispersion, ‘dispersion’),
liquid: pick(liquid, ‘liquid’),
followCursor: pick(followCursor, ‘followCursor’),
squeeze,
focusOnClick,
autoplay,
interval,
captureWheel
};
engineRef.current?.wake();
});

useEffect(() => {
engineRef.current?.setItems(itemsRef.current);
}, [itemsKey]);

useEffect(() => {
const container = containerRef.current;
if (!container) return undefined;

const renderer = new Renderer({
dpr: Math.min(window.devicePixelRatio || 1, 2),
alpha: true,
premultipliedAlpha: true,
antialias: false,
depth: false
});
const gl = renderer.gl;
if (!renderer.isWebgl2) {
gl.getExtension(‘WEBGL_lose_context’)?.loseContext();
return undefined;
}
gl.clearColor(0, 0, 0, 0);
const canvas = gl.canvas;
canvas.style.display = ‘block’;
canvas.style.width = ‘100%’;
canvas.style.height = ‘100%’;
canvas.setAttribute(‘aria-hidden’, ‘true’);
container.prepend(canvas);

const cardProgram = new Program(gl, {
vertex: cardVertex,
fragment: cardFragment,
transparent: true,
depthTest: false,
depthWrite: false,
uniforms: {
tMap: { value: new Texture(gl) },
uRect: { value: [0, 0, 1, 1] },
uResolution: { value: [1, 1] },
uSize: { value: [1, 1] },
uImage: { value: [1, 1] },
uRadius: { value: 16 },
uAlpha: { value: 1 },
uReady: { value: 0 },
uShift: { value: 0 },
uDpr: { value: 1 },
uPlaceholder: { value: [0.5, 0.5, 0.5] }
}
});
cardProgram.setBlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
const cardMesh = new Mesh(gl, { geometry: new Plane(gl), program: cardProgram });

const target = new RenderTarget(gl, {
width: 2,
height: 2,
depth: false,
minFilter: gl.LINEAR_MIPMAP_LINEAR,
magFilter: gl.LINEAR
});

const lensUniforms = {
tScene: { value: target.texture },
uResolution: { value: [1, 1] },
uDpr: { value: 1 },
uCenter: { value: [0, 0] },
uHalf: { value: [1, 1] },
uAngle: { value: 0 },
uExponent: { value: 2 },
uInner: { value: 60 },
uOuter: { value: 80 },
uFlow: { value: 0 },
uCurl: { value: 0 },
uDispersion: { value: 0 },
uStrength: { value: 0 },
uSceneAlpha: { value: 0 }
};
const lensMesh = new Mesh(gl, {
geometry: new Triangle(gl),
program: new Program(gl, {
vertex: lensVertex,
fragment: lensFragment,
uniforms: lensUniforms,
depthTest: false,
depthWrite: false
})
});

const reducedMotion = window.matchMedia?.(‘(prefers-reduced-motion: reduce)’).matches ?? false;
const anisotropy = renderer.getExtension(‘EXT_texture_filter_anisotropic’) ? 8 : 0;

let slots = [];
let width = 1;
let height = 1;
let pos = 0;
let vel = 0;
let goal = 0;
let mode = ‘spring’;
let wheelAt = 0;
let raf = 0;
let last = performance.now();
let visible = true;
let alive = true;
let dirty = true;
let activeIndex = -1;
let interactedAt = -Infinity;
let autoplayAt = performance.now();
let hasFocus = false;
let deform = 0;
let deformVel = 0;
let layout = null;
let resnap = false;
let hover = ”;
let lift = 1;
let energy = 0;
let lastPos = 0;
const lens = { x: 0, y: 0, vx: 0, vy: 0, ready: false };
const pointer = {
x: 0,
y: 0,
over: false,
down: false,
id: -1,
startX: 0,
startY: 0,
startPos: 0,
dragging: false,
touch: false,
samples: []
};
const introState = { kind: ‘none’, t: 0, running: false, done: false, readyAt: 0 };
const focus = { index: -1, pending: -1, t: 0, v: 0, target: 0 };
let instances = [];

const loadSlot = (item, index) => {
const texture = new Texture(gl, {
generateMipmaps: true,
minFilter: gl.LINEAR_MIPMAP_LINEAR,
magFilter: gl.LINEAR,
anisotropy
});
const slot = {
item,
index,
texture,
aspect: 0.8,
loaded: false,
failed: false,
ready: 0,
color: [0.5, 0.5, 0.5],
image: [1, 1],
dispose: () => {}
};
const image = new Image();
image.crossOrigin = ‘anonymous’;
image.decoding = ‘async’;
image.onload = () => {
if (!alive || !slots.includes(slot)) return;
texture.image = image;
texture.update();
slot.image = [image.naturalWidth || 1, image.naturalHeight || 1];
slot.aspect = slot.image[0] / slot.image[1];
try {
const probe = document.createElement(‘canvas’);
probe.width = 8;
probe.height = 8;
const ctx = probe.getContext(‘2d’, { willReadFrequently: true });
if (ctx) {
ctx.drawImage(image, 0, 0, 8, 8);
const data = ctx.getImageData(0, 0, 8, 8).data;
const avg = [0, 0, 0];
for (let i = 0; i < data.length; i += 4) { avg[0] += data[i]; avg[1] += data[i + 1]; avg[2] += data[i + 2]; } slot.color = avg.map(v => v / 64 / 255);
}
} catch {
slot.color = [0.5, 0.5, 0.5];
}
slot.loaded = true;
dirty = true;
start();
};
image.onerror = () => {
if (!alive) return;
slot.failed = true;
dirty = true;
start();
};
image.src = item.src;
slot.dispose = () => {
image.onload = null;
image.onerror = null;
gl.deleteTexture(texture.texture);
};
return slot;
};

const setItems = next => {
slots.forEach(slot => slot.dispose());
slots = next.map(loadSlot);
activeIndex = -1;
layout = null;
resnap = true;
focus.target = 0;
focus.t = 0;
focus.v = 0;
focus.pending = -1;
setFocusOpen(false);
introState.readyAt = performance.now();
dirty = true;
start();
};

const metrics = s => {
const cardH = Math.max(24, s.cardHeight * height);
const fixed = FIT_ASPECT[s.fit];
const widths = slots.map(slot => (fixed || slot.aspect) * cardH);
const centers = [];
let cursor = 0;
for (let i = 0; i < widths.length; i++) { centers.push(cursor + widths[i] / 2); cursor += widths[i] + s.gap; } return { cardH, widths, centers, gap: s.gap, loop: Math.max(cursor, 1) }; }; const nearest = (m, at) => {
let best = 0;
let bestDist = Infinity;
for (let i = 0; i < m.centers.length; i++) { const dist = Math.abs(wrap(m.centers[i] - at, m.loop)); if (dist < bestDist) { bestDist = dist; best = i; } } return best; }; const snapPoint = (m, at) => {
const i = nearest(m, at);
return at + wrap(m.centers[i] – at, m.loop);
};

const remap = (from, to, at) => {
const i = nearest(from, at);
const offset = wrap(at – from.centers[i], from.loop);
const cycles = Math.round((at – offset – from.centers[i]) / from.loop);
return cycles * to.loop + to.centers[i] + offset * (to.widths[i] / from.widths[i]);
};

const step = (m, delta) => {
let at = snapPoint(m, goal);
let index = nearest(m, at);
const n = m.centers.length;
for (let k = 0; k < Math.abs(delta); k++) { const next = (index + (delta > 0 ? 1 : n – 1)) % n;
const distance =
delta > 0
? m.widths[index] / 2 + m.gap + m.widths[next] / 2
: -(m.widths[next] / 2 + m.gap + m.widths[index] / 2);
at += distance;
index = next;
}
goal = at;
mode = ‘spring’;
dirty = true;
start();
};

const goTo = (m, index) => {
const i = ((index % m.centers.length) + m.centers.length) % m.centers.length;
goal = goal + wrap(m.centers[i] – goal, m.loop);
mode = ‘spring’;
dirty = true;
start();
};

const openFocus = index => {
focus.index = index;
focus.pending = -1;
focus.target = 1;
setFocusOpen(true);
dirty = true;
start();
};

const closeFocus = () => {
focus.pending = -1;
if (focus.target === 0) return false;
focus.target = 0;
setFocusOpen(false);
dirty = true;
start();
return true;
};

const skipIntro = () => {
if (introState.running) introState.t = 1;
};

const introEffects = () => {
const t = introState.running ? introState.t : introState.done ? 1 : 0;
const e = { sceneAlpha: 1, strength: 1, card: null };
if (!introState.done && !introState.running) {
e.sceneAlpha = 0;
e.strength = 0;
return e;
}
if (t >= 1) return e;
const kind = introState.kind;
if (kind === ‘rise’) {
e.strength = easeInOut((t – 0.3) / 0.65);
e.card = rel => {
const delay = Math.min(Math.abs(rel) / (width * 0.6), 1) * 0.34;
const local = clamp01((t – delay) / 0.6);
return {
alpha: clamp01(local * 4),
x: 0,
y: (1 – easeOutQuint(local)) * height * 0.62,
scale: 0.5 + 0.5 * easeInOut((local – 0.18) / 0.82)
};
};
} else if (kind === ‘bloom’) {
e.strength = easeInOut((t – 0.2) / 0.8);
e.card = rel => {
const delay = Math.min(Math.abs(rel) / (width * 0.6), 1) * 0.25;
const local = easeOut((t – delay) / 0.55);
return { alpha: local, x: 0, y: 0, scale: 0.92 + 0.08 * local };
};
} else if (kind === ‘spin’) {
e.sceneAlpha = easeOut(t / 0.25);
e.strength = easeOut((t – 0.55) / 0.45);
} else if (kind === ‘deal’) {
e.strength = easeOut((t – 0.45) / 0.5);
e.card = rel => {
const spread = Math.min(Math.abs(rel) / (width * 0.6), 1) * 0.3;
const local = easeOut((t – 0.12 – spread) / 0.5);
return { alpha: easeOut((t – spread) / 0.12), x: -rel * (1 – local), y: 0, scale: 1 };
};
} else {
e.sceneAlpha = easeOut(t);
e.strength = easeOut(t);
}
return e;
};

const beginIntro = (s, m) => {
const kind = reducedMotion && s.intro !== ‘none’ ? ‘fade’ : s.intro;
introState.kind = INTRO_DURATION[kind] ? kind : ‘none’;
introState.running = introState.kind !== ‘none’;
introState.done = !introState.running;
introState.t = 0;
if (introState.done) setRevealed(true);
if (introState.kind === ‘spin’) {
const distance = m.loop * 1.6 + width;
pos = goal + distance;
vel = -distance * 3;
mode = ‘spring’;
}
};

const resize = () => {
width = Math.max(1, container.clientWidth);
height = Math.max(1, container.clientHeight);
renderer.dpr = Math.min(window.devicePixelRatio || 1, 2, Math.sqrt(PIXEL_BUDGET / (width * height)));
renderer.setSize(width, height);
target.setSize(Math.max(2, Math.round(width * renderer.dpr)), Math.max(2, Math.round(height * renderer.dpr)));
lensUniforms.tScene.value = target.texture;
dirty = true;
start();
};

const frame = now => {
raf = 0;
if (!alive) return;
const s = settingsRef.current;
const dt = Math.min(0.05, Math.max(0.001, (now – last) / 1000));
last = now;
if (!s || !slots.length) {
if (visible) raf = requestAnimationFrame(frame);
return;
}

const m = metrics(s);
const n = slots.length;
let animating = false;

if (resnap) {
goal = snapPoint(m, goal);
pos = goal;
vel = 0;
resnap = false;
} else if (layout && layout.loop !== m.loop) {
pos = remap(layout, m, pos);
goal = remap(layout, m, goal);
pointer.startPos = pos + (pointer.x – pointer.startX);
animating = true;
}
layout = m;

if (!introState.running && !introState.done) {
const allSettled = slots.every(slot => slot.loaded || slot.failed);
if (allSettled || now – introState.readyAt > 3500) {
goal = snapPoint(m, goal);
pos = goal;
beginIntro(s, m);
}
}
if (introState.running) {
introState.t = Math.min(1, introState.t + dt / (INTRO_DURATION[introState.kind] || 1));
if (introState.t >= 1) {
introState.running = false;
introState.done = true;
setRevealed(true);
}
animating = true;
}

if (mode === ‘wheel’ && now – wheelAt > 150) {
goal = snapPoint(m, goal);
mode = ‘spring’;
}
if (!pointer.dragging) {
const spinning = introState.running && introState.kind === ‘spin’;
const stiffness = spinning ? 9 : mode === ‘wheel’ ? 80 : 55;
const damping = 2 * Math.sqrt(stiffness);
const steps = Math.ceil(dt / (1 / 240));
const h = dt / steps;
for (let i = 0; i < steps; i++) { const acc = stiffness * (goal - pos) - damping * vel; vel += acc * h; pos += vel * h; } if (Math.abs(goal - pos) < 0.05 && Math.abs(vel) < 0.5) { pos = goal; vel = 0; } else { animating = true; } } else { animating = true; } if (Math.abs(pos) > m.loop * 8) {
const shift = Math.round(pos / m.loop) * m.loop;
pos -= shift;
goal -= shift;
pointer.startPos -= shift;
}

const current = nearest(m, pos);
if (current !== activeIndex) {
activeIndex = current;
setActive(current);
callbacksRef.current.onChange?.(current, itemsRef.current[current]);
}

if (focus.pending >= 0 && mode === ‘spring’ && Math.abs(goal – pos) < 1.5 && Math.abs(vel) < 30) { if (current === focus.pending) openFocus(current); else focus.pending = -1; } if ( s.autoplay && !reducedMotion && introState.done && focus.target === 0 && focus.t < 0.01 && !pointer.over && !pointer.down && !hasFocus && mode === 'spring' && Math.abs(goal - pos) < 1 && now - interactedAt > 3000 &&
now – autoplayAt > s.interval * 1000
) {
autoplayAt = now;
step(m, 1);
}
if (s.autoplay && !reducedMotion) animating = true;

const travel = Math.abs(pos – lastPos) / dt;
lastPos = pos;
const energyTarget = reducedMotion ? 0 : Math.min(travel / 2600, 1);
energy += (energyTarget – energy) * (1 – Math.exp(-dt / (energyTarget > energy ? 0.07 : 0.35)));
if (energy > 0.001) animating = true;
const liquidAmount = reducedMotion ? 0 : s.liquid;
const push = Math.max(-1, Math.min(1, vel / 2200));
const deformStiffness = 120;
const deformDamping = 2 * Math.sqrt(deformStiffness) * 0.32;
deformVel += (deformStiffness * (push – deform) – deformDamping * deformVel) * dt;
deform += deformVel * dt;
if (Math.abs(deform) > 0.0005 || Math.abs(deformVel) > 0.005) animating = true;

const focusStiffness = 64;
focus.v += (focusStiffness * (focus.target – focus.t) – 2 * Math.sqrt(focusStiffness) * focus.v) * dt;
focus.t += focus.v * dt;
if (Math.abs(focus.target – focus.t) < 0.0005 && Math.abs(focus.v) < 0.001) { focus.t = focus.target; focus.v = 0; } else { animating = true; } const focusAmount = clamp01(focus.t); const focusEase = easeInOut(focusAmount); const focusW = focus.index >= 0 && focus.index < n ? m.widths[focus.index] : m.cardH; const focusScale = Math.max(1, Math.min(1.3, (height * 0.84) / m.cardH, (width * 0.92) / focusW)); const nextLift = 1 + (focusScale - 1) * focusEase; if (Math.abs(nextLift - lift) > 0.0005) {
lift = nextLift;
container.style.setProperty(‘–flex-carousel-lift’, lift.toFixed(4));
}

const effects = introEffects();

const homeX = width / 2;
const homeY = height / 2;
const follow = s.followCursor && pointer.over && !pointer.dragging && !pointer.touch && focus.target === 0;
const aimX = follow ? pointer.x : homeX;
const aimY = follow ? pointer.y : homeY;
if (!lens.ready) {
lens.x = homeX;
lens.y = homeY;
lens.ready = true;
}
const lensK = 110;
const lensC = 2 * Math.sqrt(lensK) * 0.8;
lens.vx += (lensK * (aimX – lens.x) – lensC * lens.vx) * dt;
lens.vy += (lensK * (aimY – lens.y) – lensC * lens.vy) * dt;
lens.x += lens.vx * dt;
lens.y += lens.vy * dt;
if (Math.abs(aimX – lens.x) + Math.abs(aimY – lens.y) > 0.2 || Math.abs(lens.vx) + Math.abs(lens.vy) > 0.5)
animating = true;

const cardH = m.cardH;
let halfW = (s.lensWidth * width) / 2;
let halfH = (s.lensHeight * width) / 2;
const squash = Math.abs(deform) * liquidAmount;
halfW *= 1 + squash * 0.16;
halfH *= 1 – squash * 0.08;
const lensX = lens.x – deform * 14 * liquidAmount;

for (let i = 0; i < n; i++) { const slot = slots[i]; if (slot.loaded && slot.ready < 1) { slot.ready = Math.min(1, slot.ready + dt / 0.45); animating = true; } } const waiting = !introState.done; if (dirty || animating || pointer.dragging) { dirty = false; instances = []; const dpr = renderer.dpr; cardProgram.uniforms.uResolution.value = [width, height]; cardProgram.uniforms.uDpr.value = dpr; cardProgram.uniforms.uRadius.value = s.radius; const shrink = 1 - clamp01(s.squeeze) * energy; const draws = []; for (let i = 0; i < n; i++) { const w = m.widths[i]; const baseRel = wrap(m.centers[i] - pos, m.loop); for (let k = -3; k <= 3; k++) { const rel = baseRel + k * m.loop; if (Math.abs(rel) - w / 2 > width + 40) continue;
const fx = effects.card ? effects.card(rel) : null;
let x = homeX + rel + (fx ? fx.x : 0);
let scale = shrink * (fx ? fx.scale : 1);
let alpha = fx ? fx.alpha : 1;
if (focusAmount > 0) {
if (i === focus.index && Math.abs(rel) < w) { scale *= 1 + (focusScale - 1) * focusEase; } else { const order = Math.min(Math.abs(rel) / width, 1) * 0.25; const part = easeInOut(focusAmount * 1.25 - order); x += Math.sign(rel) * part * width * 0.7; alpha *= 1 - part; } } const cw = w * scale; if (alpha <= 0.001 || x + cw / 2 < -40 || x - cw / 2 > width + 40) continue;
draws.push({ i, rel, x, y: homeY + (fx ? fx.y : 0), cw, ch: cardH * scale, alpha });
}
}
draws.sort((a, b) => Math.abs(b.rel) – Math.abs(a.rel));
let first = true;
for (const draw of draws) {
const slot = slots[draw.i];
cardProgram.uniforms.tMap.value = slot.texture;
cardProgram.uniforms.uRect.value = [draw.x, draw.y, draw.cw + 2, draw.ch + 2];
cardProgram.uniforms.uSize.value = [draw.cw, draw.ch];
cardProgram.uniforms.uImage.value = slot.image;
cardProgram.uniforms.uAlpha.value = draw.alpha;
cardProgram.uniforms.uReady.value = slot.ready;
cardProgram.uniforms.uShift.value = reducedMotion ? 0 : Math.max(-1, Math.min(1, draw.rel / (width * 0.75)));
cardProgram.uniforms.uPlaceholder.value = slot.color;
renderer.render({ scene: cardMesh, target, clear: first });
first = false;
instances.push({
index: draw.i,
x0: draw.x – draw.cw / 2,
x1: draw.x + draw.cw / 2,
y0: draw.y – draw.ch / 2,
y1: draw.y + draw.ch / 2
});
}
if (first) {
renderer.bindFramebuffer(target);
gl.viewport(0, 0, target.width, target.height);
gl.clear(gl.COLOR_BUFFER_BIT);
}
renderer.bindFramebuffer();
target.texture.bind();
gl.generateMipmap(gl.TEXTURE_2D);

lensUniforms.uResolution.value = [width, height];
lensUniforms.uDpr.value = dpr;
lensUniforms.uCenter.value = [lensX, lens.y];
lensUniforms.uHalf.value = [Math.max(halfW, 1), Math.max(halfH, 1)];
lensUniforms.uAngle.value = (s.tilt * Math.PI) / 180;
lensUniforms.uExponent.value = 2 + Math.pow(1 – clamp01(s.roundness), 1.5) * 10;
const spanW = Math.max(halfW, 1);
const spanH = Math.max(halfH, 1);
const inner = Math.max(4, s.reach * (spanW + spanH) * 0.5);
lensUniforms.uInner.value = inner;
lensUniforms.uOuter.value = inner * 1.6;
lensUniforms.uFlow.value = s.bend * (spanW + spanH) * 0.45;
lensUniforms.uCurl.value = s.curl === ‘rise’ ? 1 : s.curl === ‘fall’ ? -1 : 0;
lensUniforms.uDispersion.value = s.dispersion * 0.12 * (1 + Math.abs(deform) * liquidAmount * 1.2);
lensUniforms.uStrength.value = effects.strength * (1 – focusEase);
lensUniforms.uSceneAlpha.value = effects.sceneAlpha;
renderer.render({ scene: lensMesh });
}

let nextHover = ”;
if (pointer.over && !pointer.dragging && introState.done && s.focusOnClick) {
const hit = instances.find(
inst => pointer.x >= inst.x0 && pointer.x <= inst.x1 && pointer.y >= inst.y0 && pointer.y <= inst.y1 ); if (focus.target > 0) nextHover = ‘close’;
else if (hit) nextHover = ‘open’;
}
if (nextHover !== hover) {
hover = nextHover;
if (hover) container.setAttribute(‘data-hover’, hover);
else container.removeAttribute(‘data-hover’);
}

if (visible && (animating || waiting || dirty || pointer.down)) raf = requestAnimationFrame(frame);
};

const start = () => {
if (raf || !visible || !alive) return;
last = performance.now();
raf = requestAnimationFrame(frame);
};

const localPoint = e => {
const rect = container.getBoundingClientRect();
return [e.clientX – rect.left, e.clientY – rect.top];
};

const onPointerDown = e => {
if (e.button !== undefined && e.button > 0) return;
skipIntro();
const [x, y] = localPoint(e);
pointer.down = true;
pointer.id = e.pointerId;
pointer.touch = e.pointerType === ‘touch’;
pointer.startX = x;
pointer.startY = y;
pointer.x = x;
pointer.y = y;
pointer.startPos = pos;
pointer.dragging = false;
pointer.samples = [{ x, t: performance.now() }];
interactedAt = performance.now();
if (Math.abs(vel) > 40) {
goal = pos;
vel = 0;
}
dirty = true;
start();
};

const onPointerMove = e => {
const [x, y] = localPoint(e);
pointer.x = x;
pointer.y = y;
pointer.over = true;
if (pointer.down && e.pointerId === pointer.id) {
const dx = x – pointer.startX;
const dy = y – pointer.startY;
const slop = pointer.touch ? 10 : 5;
if (!pointer.dragging) {
if (pointer.touch && Math.abs(dy) > slop && Math.abs(dy) > Math.abs(dx)) {
pointer.down = false;
return;
}
if (Math.abs(dx) > slop) {
pointer.dragging = true;
pointer.startX = x;
pointer.startPos = pos;
closeFocus();
try {
container.setPointerCapture(e.pointerId);
} catch {
pointer.dragging = true;
}
container.setAttribute(‘data-dragging’, ”);
}
}
if (pointer.dragging) {
pos = pointer.startPos – (x – pointer.startX);
goal = pos;
vel = 0;
const now = performance.now();
pointer.samples.push({ x, t: now });
while (pointer.samples.length > 2 && now – pointer.samples[0].t > 100) pointer.samples.shift();
}
}
dirty = true;
start();
};

const onPointerUp = e => {
if (!pointer.down || e.pointerId !== pointer.id) return;
pointer.down = false;
container.removeAttribute(‘data-dragging’);
const s = settingsRef.current;
if (!s) return;
const m = metrics(s);
interactedAt = performance.now();
if (pointer.dragging) {
pointer.dragging = false;
const now = performance.now();
const first = pointer.samples[0];
const lastSample = pointer.samples[pointer.samples.length – 1];
let velocity = 0;
if (first && lastSample && lastSample.t > first.t && now – lastSample.t < 70) { velocity = -((lastSample.x - first.x) / (lastSample.t - first.t)) * 1000; } vel = velocity; const landing = snapPoint(m, pos + velocity * 0.32); goal = landing; if (Math.abs(velocity) > 400 && Math.abs(landing – pos) < 1) step(m, velocity > 0 ? 1 : -1);
mode = ‘spring’;
start();
return;
}
if (closeFocus()) return;
const [x, y] = localPoint(e);
const hit = instances.find(inst => x >= inst.x0 && x <= inst.x1 && y >= inst.y0 && y <= inst.y1); if (!hit) return; if (hit.index === activeIndex && Math.abs(goal - pos) < 2) { callbacksRef.current.onSelect?.(hit.index, itemsRef.current[hit.index]); if (s.focusOnClick) openFocus(hit.index); } else { const rel = (hit.x0 + hit.x1) / 2 - width / 2; goal = snapPoint(m, pos + rel); mode = 'spring'; if (s.focusOnClick) focus.pending = hit.index; start(); } }; const onPointerLeave = () => {
pointer.over = false;
dirty = true;
start();
};

const onPointerCancel = () => {
pointer.down = false;
pointer.dragging = false;
container.removeAttribute(‘data-dragging’);
const s = settingsRef.current;
if (!s) return;
goal = snapPoint(metrics(s), pos);
mode = ‘spring’;
start();
};

const onWheel = e => {
const s = settingsRef.current;
if (!s || e.ctrlKey) return;
let dx = e.deltaX;
let dy = e.deltaY;
if (e.shiftKey && Math.abs(dx) < Math.abs(dy)) { dx = dy; dy = 0; } const unit = e.deltaMode === 1 ? 16 : e.deltaMode === 2 ? height : 1; const horizontal = Math.abs(dx) > Math.abs(dy);
if (!horizontal && !s.captureWheel) return;
e.preventDefault();
skipIntro();
interactedAt = performance.now();
if (closeFocus()) return;
const delta = Math.max(-120, Math.min(120, (horizontal ? dx : dy) * unit));
goal += delta * 1.25;
mode = ‘wheel’;
wheelAt = performance.now();
start();
};

const onKeyDown = e => {
const s = settingsRef.current;
if (!s) return;
const m = metrics(s);
if (e.key === ‘ArrowRight’ || e.key === ‘ArrowDown’) {
e.preventDefault();
skipIntro();
closeFocus();
interactedAt = performance.now();
step(m, 1);
} else if (e.key === ‘ArrowLeft’ || e.key === ‘ArrowUp’) {
e.preventDefault();
skipIntro();
closeFocus();
interactedAt = performance.now();
step(m, -1);
} else if (e.key === ‘Home’) {
e.preventDefault();
closeFocus();
goTo(m, 0);
} else if (e.key === ‘End’) {
e.preventDefault();
closeFocus();
goTo(m, slots.length – 1);
} else if (e.key === ‘Escape’) {
if (closeFocus()) e.preventDefault();
} else if (e.key === ‘Enter’ || e.key === ‘ ‘) {
e.preventDefault();
if (closeFocus() || activeIndex < 0) return; callbacksRef.current.onSelect?.(activeIndex, itemsRef.current[activeIndex]); if (s.focusOnClick) openFocus(activeIndex); } }; const onFocus = () => {
hasFocus = true;
};
const onBlur = () => {
hasFocus = false;
};
const onVisibility = () => {
if (!document.hidden) start();
};

container.addEventListener(‘pointerdown’, onPointerDown);
container.addEventListener(‘pointermove’, onPointerMove);
container.addEventListener(‘pointerup’, onPointerUp);
container.addEventListener(‘pointerleave’, onPointerLeave);
container.addEventListener(‘pointercancel’, onPointerCancel);
container.addEventListener(‘wheel’, onWheel, { passive: false });
container.addEventListener(‘keydown’, onKeyDown);
container.addEventListener(‘focus’, onFocus);
container.addEventListener(‘blur’, onBlur);
document.addEventListener(‘visibilitychange’, onVisibility);

const resizeObserver = new ResizeObserver(resize);
resizeObserver.observe(container);
const intersectionObserver = new IntersectionObserver(([entry]) => {
visible = entry.isIntersecting;
start();
});
intersectionObserver.observe(container);

engineRef.current = {
wake: () => {
dirty = true;
start();
},
setItems
};

resize();
setItems(itemsRef.current);

return () => {
alive = false;
visible = false;
engineRef.current = null;
cancelAnimationFrame(raf);
resizeObserver.disconnect();
intersectionObserver.disconnect();
container.removeEventListener(‘pointerdown’, onPointerDown);
container.removeEventListener(‘pointermove’, onPointerMove);
container.removeEventListener(‘pointerup’, onPointerUp);
container.removeEventListener(‘pointerleave’, onPointerLeave);
container.removeEventListener(‘pointercancel’, onPointerCancel);
container.removeEventListener(‘wheel’, onWheel);
container.removeEventListener(‘keydown’, onKeyDown);
container.removeEventListener(‘focus’, onFocus);
container.removeEventListener(‘blur’, onBlur);
document.removeEventListener(‘visibilitychange’, onVisibility);
slots.forEach(slot => slot.dispose());
slots = [];
gl.getExtension(‘WEBGL_lose_context’)?.loseContext();
if (canvas.parentNode) canvas.parentNode.removeChild(canvas);
};
}, []);

const current = list[active] || list[0];
const label = current ? current.title || current.alt || `Image ${active + 1}` : ”;

return (


{captions && current && revealed && (

)}

{`${label}, ${active + 1} of ${list.length}`}

);
};

export default FlexCarousel;